Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Here’s a fun fact about your dear pal Bacon: I don’t actually like weekends very much.

Well--I like the concept, I enjoy looking forward to them, but without the structure of the work week I become a sloth. I will live on the couch and binge TV shows and I’ll eat pastry and oh boy is that some wine? 

It’d be okay if it was just one day, but nope, my sloth just…sloths all over the full 48 hours. 

So I’m back at it again on a Monday, and let’s just pretend I never said I was going to update on Saturday, shall we?

Here’s another fun fact, and maybe you already know it (because I certainly do, but that doesn’t keep me from forgetting when it matters): In asset import settings, you’ve gotta tick the Generate Lightmap UVs box if you want things with emissive materials to glow. 

I spent far too much time fiddling around trying to get my imported meshes to emit and receive light. It was annoying. But it’s also fixed now:

No proper lighting pass yet, just got those assets a-glowing. 

I’m also still working on my vision for the exterior world. I think I really just need to get the fog in to finalize the direction. But here’s where I’m sitting now:

I created the sprite sheet for the fog particles. I have an interesting concept I want to play with tomorrow. 

Ah--Also, I’ve switched render pipelines. Maybe it wouldn’t have been a big deal in the end since half of the issue was forgetting about generating light maps, but hey, choose your battles, right?